For gold dragon, instead of having it summon an elf parapet, could it have these spells:

Poison dart trap: summons a poison dart trap in range 4, cooldown 5. These are poison towers with current stats, but invisible. This includes having one carry capacity to hide a unit in, which is what really justifies the cooldown.

Trap ground: summons a poison pit in range 4. No cooldown.

Put the two together and it's a trap making monster. Especially hiding inside an invisible trap.

I also suggest that the current poison towers be turned into poison dart traps, making scalefolk sneaky irritants by default. Given the low range and weak power, there's really no reason to build them right now except to maybe hide something in for a turn. This would give abundant reason to hide them everywhere.

On that subject, I'd like to see poison pits have a cost of 1, since they are single use and unreliable anyway.

Also, is there a reason kobold lady has 500% all dodges?

Currently residing at the local ninja academy. I'm still watching though.

I like those images for lizardmen, maybe you could take some and put them as elites, or like lizard highborn. By the way if the brutes are elites would there be a way to have it like a choice tech like eg. Dragon guard tech or lizard brute tech, not both. Btw when I said dragon guard I didn't mean they would be dragons or like dragons just red lizards in silver gold or black red armour with the capes as the colour change.

Flight: researchable, same tech as humans for tech stealing. Enables highborn kobolds to transform into a flying version of themselves, but automatically transform back in 3 turns. Cooldown 3. Basically they can't sustain the flight, but they can fly short distances. Might need to add wings to their images.

Elf dodge techs: not researchable, but help lizardmen and snakemen if stolen.

Curse: not researchable, but kobold shaman can use if stolen

Poison weapon: can be researched or stolen from orcs, works for all kobolds as expected, but also gives slowing weapon 1 in addition to poison.

Just a few tech compatibility ideas if you want to use them.

Currently residing at the local ninja academy. I'm still watching though.

That would work. Transform for one turn at the cost of your action for the turn. Maybe cooldown 2 so it's every other turn you can do it anyway. This gives a "hopping" feel to it, with short glides over obstacles.

Currently residing at the local ninja academy. I'm still watching though.

To be honest that's the one I liked the most anyway. It brings out the draconic heritage of kobolds and basically explains that the highborn kobolds are more "pureblood" than the rest. It's not a big increase in ability, but it adds a lot of flavor.

Currently residing at the local ninja academy. I'm still watching though.

I like the idea to add limited flight to the kobold highborns. A skill that makes them flying for 2 turns and has a cooldown of 4, for example. Very interesting and would justify the term "highborn" kobolds with the argument that they are born with a stronger dragon blood than regular kobolds. Love the idea!

But remember that the priority right now is working on the balancings suggested back there.

As for unit ideas, I have a few. I have the idea of a "dragonborn". It would be a fairly strong swordsman of cost 6 that doesn't have very high stats at the start but has a MASSIVE bonus vs. dragons. And every time it kills a DRAGON unit, it will permanently gain stats, which basically means that the dragonborn will absorb the souls of slain dragons to empower itself (SKYRIM, ANYONE??? ). Like a zurgo buff, but only triggers when killing dragons and would obviously give a lot more stats. It would probably be the most useful vs. other scaledfolks to counter dragons, and agains orcs' green dragons as well.

I also have the idea for a Snakeman spellcaster. I remember we talked a lot about this one on the old scaledfolk thread. It would basically be a stronger kobold shaman but with only offensive spells. I remember he had an ice spell called Freeze or something like that that was like the fireball spell but affected a smaller area (a small area in + format, 5 tiles) and had a cooldown of 2 and dealt 10 damage plus a 1-turn 1-speed slow. it also had strengthen and the posion breath spell like the kobold shaman's. It would be a nice cost 5 mage and a good addition. (for the ice spell animation i'm pretty sure that a blue fireball animation will do )

That one guy that disappears for 6 months then comes back and keeps doing it over and over.
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.

Pretty much gives a way to convert units with higher (or even 100%) spell resistance, if using multiple nymphs. Obviously, you still only have a 30% chance even if spell resistance is dropped down to 0. Also helps druids slow things.

The idea is that the nymph gets the target to drop their guard, becoming easier to bespell.

No

If anyone remembers this, it was already decided spell resistance reduction with convert is a bad idea because it makes units with little to no spell resistance way too easy to convert, and that was on a unit that would have to hide in a tower to survive, not a unit that can tank hits with flying and 50 hp.

Currently residing at the local ninja academy. I'm still watching though.